

The Minethrower would also be a great choice as a secondary to finish off ships that might close the distance before you can finish them. The Railgun is a must for the Scout as it currently has the longest range in the game. The name of the game with The Scout is snipe and move. However, this can be undone with certain upgrades that will be available later in the main quest storyline. With one of the smaller cargo holds, it's not the best choice for clearing asteroid fields or abandoned stations. The Scout is not without its drawbacks, however. Stack that with the Scout's ultimate ability - Shadow strike - which makes him invisible and boosts damage by up to 300% possible, and you're essentially hitting most enemies. This means that with the sniper type railgun, which has a range of 3500m, you can expect to do 60% more damage per shot! The Scout's special power - Ranger - grants him a 2% damage increase for every 100 yards between him and the targeted enemy ship. But what he lacks in defense is sheer power and shooting speed. It has essentially no shields, no armor, and a papier-mâché hull. The Scout is an agile ranged strike ship type. You can soften ranged targets with the Railgun, have ammo for fast ships with the Heat Gun, and the Spool Gun packs a punch against shields and armor. My personal gear is the heat gun, spool gun, and rail gun. This allows you to have Everspace 2's current three secondary weapons available, as well as short/medium/long range engagement options. Speaking of loadouts, the Interceptor can carry three primary and secondary weapons, giving you a bit more versatility. It's great if you're using something like the Gauss Cannon or the Spool Gun, which quickly devours your weapon's energy. The Interceptor's special - the Power Converter - allows you to automatically tap into your Boost Power as a secondary power source for weapons. Luckily, it more than makes up for that with its loadout. This Everspace 2 ship also belongs to the medium hull category, although it has fewer shields than the Sentinel. This is where you will get your hands on The Interceptor. The interceptorĪfter progressing through the first main story missions, you will be sent to a station where you can buy more ships. Homing missiles deal massive damage to you, and mines are great when enemies cluster together. The rail gun lets you take down pesky drones from a distance, while the heat gun's guided ammo helps fast-moving ships that close the distance with you. I played through the entire current main storyline in one.įor my loadout, I went with a heat gun and railgun for my primary weapons and homing missiles and mines for my secondaries. The Sentinel is balanced to the point that you can use it in multiple roles. The Sentinel's ultimate ability - Static Overload - is visually stimulating (coiling the ship in an electric arc and allowing you to fire electric arcs for a while), but I didn't find myself using it all that often. This extra time on your damage or energy boosts can be the deciding factor in getting out of combat or seeing the death screen.

Additionally, its special bonus – Calibration – grants a 30% duration bonus to consumables. The Sentinel comes out of the hangar with a good balance between shields, armor and hull strength. It's a great middle-of-the-road option Pound for pound, it's the most versatile ship in Everspace and Everspace 2. The game sees us start out in a mid-class Sentinel fighter ship, and for good reason. I also review ship devices and offer some suggestions that have worked for me and that you might find useful. I discuss their strengths, weaknesses, and some potential tactics and charges. That said, the list below shows the Everspace 2 ships currently available as of version 0.4.16xx. From heavy hitters to nimble scout ships, there's something for everyone. Much like its predecessor, Everspace 2 has a number of ships designed for different playstyles.
